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Showing content with the highest reputation on 2017-10-17 in all areas

  1. Parallax works weirdly. Sometimes smooth faces are broken sometimes they are not and sometimes edges of textures are making spikes... I think not all Iberian buildings use all textures. Btw I'm making a shooting range for Iberians.
    4 points
  2. My faith has shifted to the art department.
    3 points
  3. Those are the basic shapes I would like for the stables, siege workshop and archery range to follow respectively. If all of the buildings of similar function are of a similar shape, then (especially once freshly implemented) players will be able to recognize the buildings between civs at a distance, without the need to zoom in and look at the props, like how the 0 AD barracks follow the AoK format, and are easily recognizable as a result. normally this wouldn't be much of a problem, but we're going to be adding a lot of 'military training buildings' and things could get confusing very quickly for a new player. Making these variations easily recognizable at any distance is a must now.
    2 points
  4. I don't think anyone has worked or planned an implementation. But count me in for the crowd who would like to see it.
    2 points
  5. I was afraid it would look too fortressy from the back, but it doesn't look so bad, has that nice strong Iberian look to it, and the open face horseshoe shape which is what I'm looking for with the archery ranges Red is required building/wall yellow is for architectural embellishment/additions. I think the range shape is unique enough, stables have the persian precedent and can hold its own fairly easily, but I'm having second thoughts about the siege workshop layout. it could easily fall into both the barracks and blacksmith layouts. The emphasis on the 'garage' is going to be what saves it most of the time, though i could push the garage into the left corner and have a strip of workshops along the back and right side and it would be able to hold its own through outline alone thoughts?
    2 points
  6. Here is a variant. I kept both so they can be used as variation by modders, I upload everything after then. Thanks. Here is backview Sure I'm interested, I have been for six years Yeah coherence could be nice.
    2 points
  7. ha, nice! I was moving away from the AoE2 tower+range combo, and more back towards the AoE1 sprawling range (better view of targets and shooting stalls). As far as functionality goes this looks great. Perhaps make the tower look less like the Defense tower so the purpose of the building isn't muddied. I'll publish some 'recongnition shapes' for each of the new buildings so they remain recognizable at a distance between civs, if you'd like to continue helping with these, of course. I'm not happy entirely with the shape of the spartan buildings either so ill be prompt with that. good work, back view next time too!
    2 points
  8. @vladislavbelov Any updates ? / Hope for it to be in next release ?
    2 points
  9. Kinda small wonder, the temenos fills out the footprint nicely. also pedestal is for a statue i haven't made yet or something blah bla bla bla cypresses are neat once again, the dock is last
    2 points
  10. Broke a few textures but they're all in one place now at least. I think this is a good jumping off point in terms of color scheme. Small screenie i know but I'm working off my laptop. that also means baking textures takes forever
    1 point
  11. The lego principle https://www.forgottenempires.net/age-of-empires-ii-hd-dev-blog-4-african-architecture I love that.
    1 point
  12. Depends on what kind of lag youre talking about. Simulation lag not really. Network lag is a thing you have to discuss with your ISP. Less FPS can be a result of the FPS limiter which was implemented add the new models with more polygons, new maps with more actors. There was the multi-selection patch and the visual aura thing which might have had an impact on the FPS when selecting hundreds of units. I didn't really notice a difference.
    1 point
  13. noooo that looks way more suitable for a spartan wonder. caryatids? gah someone should have told them that doric columns dont have bases, and I'm left wondering if that superstructure is wooden thats an interesting mix of things, could be fun to model just for the hell of it. Your researching skills again exceed my expectations lol
    1 point
  14. @LordGood, another thing: Everybody knows the 4 settlements that came together to form ancient Sparta: Limnae, Pitana, Mesoa and Cynosura (actually, I had to google that) But there's a 5th settlement, Amyklaion, or Amykles, site of the sanctuary of Amyklaion and the Throne of Apollo, 5km south of Sparta. You can actually see it on the southern edge of the map I shared in the previous post as Amyclae.
    1 point
  15. @Nescio's explanation of the term temenos is indeed more accurate than mine @LordGood I'm no Sparta-expert, but realising how difficult it is to find good inspiration with such a scarcity of remains from the period, I thought I'd share these... They're a little too fanciful to my understanding of Sparta, but they are based on ancient descriptions, and are some of the very few tentative reconstructions of the city I've come across. Maybe it will help.
    1 point
  16. Sparta itself didn't have city walls in Classical times (because they considered it unlikely any enemy would be able to reach it; something similar applied to Principate Rome), nor did they allow other settlements in their territory to construct walls (they were constantly fearful of revolts). However, Spartan colonies (e.g. Taranto) did have massive city walls, and the Spartans themselves repeatedly erected stone walls outside their territory (e.g. at the Corinthian Isthmus or at Thermopylae) to strengthen their control of the battlefield.
    1 point
  17. To clarify, a temenos (feel free to translate it with sanctuary) is not the wall, it's the whole sacred area (any area which is cut off from the normal world and dedicated to supernatural being(s)). Whether or not it's surrounded by a wall, moat, fence, rope, or nothing at all is irrelevant. A temenos does not necessarily have to contain a temple or altar, it could actually be almost anything: temple grouds, a single tree, a spot where lightning has struck, crossroads, a cave, spring, lake, grove, hilltop, or a complete island or mountain top. And each temenos could have its own rules (e.g. “wash your hands before entering” or “no threspassing; fine is three drachmae”). Nor is it restricted to Greece and Egypt; yes, it's a classical Greek term, but the concept itself was and still is present throughout Eurasia (and probably elsewhere as well). Mount Athos is a fine example (the whole peninsula is sacred in Orthodox Christianity, women and female animals are not allowed in), as is this Japanese temenos:
    1 point
  18. @serveurix, it's called a Temenos, basically a sacred enclosure, from the Greek verb τέμνω (temnō), "to cut", in reference to the action of cutting off a piece of land by walling it. The term is commonly used in regard to Greek as well as Egyptian culture, where sanctuaries and temples where often walled. It serves a symbolic purpose (separating that which belongs to the god from the rest), as well as a secondary defensive purpose, protecting the massive riches inside the temple from potential raiders (lot's of gold). https://en.wikipedia.org/wiki/Temenos
    1 point
  19. Armor/attack upgrades at the storehouse make no sense at all. Neither do tower upgrades at the granary. Tower upgrades at the tower make wayyy more sense conceptually. It just doesn't feel very epic getting mauled by an enemy's massive army of 6 chariot archers.
    1 point
  20. I'm loling at wow's saltiness. But obviously, he still loves the game and is still helping... which is the important part.
    1 point
  21. its more of a terrain-hugging 'acropolis' temenos that jaggedly follows elevation contours, i find the shape to be much more visually interesting than a rectangular one. Unfortunately i couldnt find much on the sanctuary before the Romans, so i gleaned what I could from the archeological plan and injected a fair amount of 'artistic BS'
    1 point
  22. Scythian references by Evgeny Kray and Alexander Deruchenko: And finally this: Scythian horse fully equipped with reproductions of horse accoutrements found in ancient Scythian chief grave.
    1 point
  23. Don't know if these have been shared before, a collection of Thracian units:
    1 point
  24. hoo I almost took you seriously there, careful. I'm easily misled I do agree with most of that, the horse butts should be easy, the horse actors for the persian stables are animated, if a little small. I'm not sure about the gerousia, its mechanically identical to the prytaneion, could be easier for players to familiarize themselves with them if they're visually similar as well. I know that doesnt hold to the gymnasion and syssition, but maybe a little coherence is better than none. Or not, i dunno. Full-on archaic is a good sausage license, I like it
    1 point
  25. Stables need horse butts. See Persian stables. Archery Range is very distinguishable, nice. Siege workshop needs unfinished siege engines or something out front, then it will pop. The "gerousia" actor is just the Athenian Prytaneion, it was the old "Tholos" actor before. So, I suggest maybe using the one you have here as the basis for an updated Athenian Prytaneion, and coming up with something more distinctive for the Gerousia. Maybe something like this: But sadly some of the details are quite fanciful. Likely the Gerousia was just some plain building, similar to the Syssition. Somethings I really miss from your Barracks that were on the "old" one are the Spartan shields. Adding those back would add some nice player color and more Spartan motifs from the shield designs. Plus give it a more martial look. For Artemis Orthia, what about a super super Archaic looking temple surrounded by some nice gardens and a couple statues of Artemis out front? Just a thought. But I'm a liar and not someone to take seriously.
    1 point
  26. I have all my models on one workspace, empties get numbered and sometimes i forget to rename them before export. That's likely not the only one, ill go through them again to be sure
    1 point
  27. @LordGood @elexis @Imarok @gameboy. In the temple .dae file the prop point is misnamed (It's called : <node id="prop_garrisoned_001" name="prop_garrisoned_001" type="NODE"> Instead of <node id="prop_garrisoned" name="prop_garrisoned" type="NODE"> It can be edited directly in the dae file or by reexporting the file. Cheers.
    1 point
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